/* DayZPlayerImplement this file is implemenation of dayzPlayer in script - logic of movement - camera switching logic */ class DayZPlayerImplementHeading { //------------------------------------------------------------- //! //! This HeadingModel - Clamps heading //! //! static bool ClampHeading (float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff) { float aDiff = pModel.m_fHeadingAngle - pModel.m_fOrientationAngle; if (aDiff < -Math.PI) { aDiff += Math.PI2; } else if (aDiff > Math.PI) { aDiff -= Math.PI2; } // Print("Heading model: or: " + pModel.m_fOrientationAngle.ToString() + " head:" + pModel.m_fHeadingAngle.ToString() + " dif:" + aDiff.ToString()); if (pLastHeadingDiff < -Math.PI_HALF && aDiff > 0) { aDiff = -Math.PI + 0.01; pLastHeadingDiff = aDiff; pModel.m_fHeadingAngle = pModel.m_fOrientationAngle + aDiff; // Print("-APA- : or: " + pModel.m_fOrientationAngle.ToString() + " head:" + pModel.m_fHeadingAngle.ToString() + " dif:" + aDiff.ToString()); return true; // modify heading } else if (pLastHeadingDiff > Math.PI_HALF && aDiff < 0) { aDiff = Math.PI - 0.01; pLastHeadingDiff = aDiff; pModel.m_fHeadingAngle = pModel.m_fOrientationAngle + aDiff; // Print("-APA- : or: " + pModel.m_fOrientationAngle.ToString() + " head:" + pModel.m_fHeadingAngle.ToString() + " dif:" + aDiff.ToString()); return true; // modify heading } pLastHeadingDiff = aDiff; // Print("Heading model diff " + aDiff.ToString()); return false; } //------------------------------------------------------------- //! //! This HeadingModel - Rotates orientations - so player slides //! static float CONST_ROTLIMIT = Math.PI * 0.95; //! static bool RotateOrient (float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff) { float aDiff = pModel.m_fHeadingAngle - pModel.m_fOrientationAngle; while (aDiff < -Math.PI) { aDiff += Math.PI2; } while (aDiff > Math.PI) { aDiff -= Math.PI2; } // Print("Heading model: or: " + pModel.m_fOrientationAngle.ToString() + " head:" + pModel.m_fHeadingAngle.ToString() + " dif:" + aDiff.ToString()); if (pLastHeadingDiff < -Math.PI_HALF && aDiff > 0) { aDiff -= Math.PI2; } else if (pLastHeadingDiff > Math.PI_HALF && aDiff < 0) { aDiff += Math.PI2; } pLastHeadingDiff = aDiff; if (aDiff < -CONST_ROTLIMIT) { // character is somehow stucked (happens in prone stance) if (aDiff < -(Math.PI_HALF + CONST_ROTLIMIT)) { pLastHeadingDiff = 0; return false; } pModel.m_fOrientationAngle += aDiff + CONST_ROTLIMIT; return true; } else if (aDiff > CONST_ROTLIMIT) { // character is somehow stucked (happens in prone stance) if (aDiff > (Math.PI_HALF + CONST_ROTLIMIT)) { pLastHeadingDiff = 0; return false; } pModel.m_fOrientationAngle += aDiff - CONST_ROTLIMIT; return true; } // Print("Heading model diff " + aDiff.ToString()); return false; } static bool NoHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff) { pLastHeadingDiff = 0; pModel.m_fHeadingAngle = pModel.m_fOrientationAngle; return true; } }